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Prévia do material em texto

The WitcherThe WitcherThe WitcherThe WitcherThe Witcher
WitcherWitcher
A man in dark leather armor 
eases his longsword in its scabbard 
as he follows a track of bestial foot 
prints in the night. His cat-like eyes glow 
a soft yellow in the moonlight, allowing him 
to see into the mouth of the dark cave where 
the creature has its lair. He drinks a cat potion and draws his
longsword as he enters the cave, now clear as day to his eyes.
Dancing away from the swipe of a werewolf´s deadly claw,
a lithe elf expertly strikes with his silvered longsword. After
finally uncovering which villager was infected with
lycanthropy, the experienced cat witcher intends to end the
string of brutal attacks, and earn his pay.
Deftly moving her fingers in a specific gesture, a griffin
witcher sends an aard blast at a swarm of ghouls. The respite
gives her enough time to pull a deadly grapeshot bomb from
her bag and throw it at the undead swarm´s midst. She then
levels her blade, charging in to finish off the pack.
Using different approaches, all of these are monster
hunters in their own right. Mutated by the Trial of the
Grasses and trained in swordplay, magic and alchemy,
witchers hunt monsters that make ordinary men flee in
terror.
Professional Monster HuntersProfessional Monster Hunters
As professionals in a deadly trade, witchers have a healthy
estimation of their talents´ worth. When determined villagers
or herbal remedies fail to drive out a monster, those in need
will pool their gold and post a contract or spread the word.
These jobs are the lifeblood of witchers, and they spend most
of their time roaming, searching for the next contract.
It´s a life that might seem care-free and enviable to some,
but it involves facing down many a terrifying beast. And
though they are long-lived, very few witchers die in their beds.
Wandering OutcastsWandering Outcasts
To some, a man or woman who kill mythical creatures for a
living is heroic and admirable. To others, they are as close to
monsters as the creatures they hunt. Most common people
live simple and uneducated lives, and that ignorance can
quickly lead to fear when faced with the strange and
unknown.
For those, a witcher is an an unfamiliar creature, deadly
and unreliable. When they need to hire one, they do it
grudgingly, seeing it as a necessary evil. Witchers are often
met with a cold shoulder when people see white hair frame a
young face, or cat-like eyes on a grizzled woman. This disdain
causes witchers to seldom linger in one place for too long,
quickly saddling up and wandering on, looking for their next
contract.
Some witchers, especially younger ones, will often seek out
the company of other traveling adventurers on a similar path.
The strength of a group can be invaluable when faced with
terrible dangers. If a witcher has a particularly hard time
avoiding attention, being in an adventuring group of diverse
people can lessen the wide-eyed stares and quiet whispers
behind their backs.
Creating a WitcherCreating a Witcher
When creating your witcher, the most important aspect to
consider is where and how you received your training. Did
you attend a well-known school from a young age, selected
for the harsh training? Did you encounter a travelling witcher
who decided to take you on as a student? Or maybe you went
to a school of your own volition when you came of age, drawn
to the life of a professional monster hunter?
Furthermore, confer with your DM about what place the
witchering trade and witchers have in your world. Are the
schools common and well known? Are witchers respected,
feared or tolerated? These questions will impact how you
interact with the world.
2
Witcher
Witcher 
Level
Proficiency 
Bonus
Class 
Features
Sign 
Dice
Alchemical 
Items
1st +2 Monster Hunter, Trial of the Grasses, Hand Signs 2d4 -
2nd +2 Fighting Style, Alchemy 2d4 2
3rd +2 Witcher School, Deflect Missiles 3d4 2
4th +2 Ability Score Improvement 3d4 2
5th +3 Extra Attack 3d6 2
6th +3 Witcher School Feature, Predatory Senses 3d6 2
7th +3 Hardened Resolve 4d6 3
8th +3 Ability Score Improvement 4d6 3
9th +4 Slayer 4d8 3
10th +4 Witcher School Feature 4d8 3
11th +4 Extra Attack (2) 5d8 3
12th +4 Ability Score Improvement 5d8 3
13th +5 Accelerated Recovery 5d10 3
14th +5 Witcher School Feature 5d10 4
15th +5 Magical Defense 6d10 4
16th +5 Ability Score Improvement 6d10 4
17th +6 Improved Slayer 6d12 4
18th +6 Witcher School Feature 6d12 4
19th +6 Ability Score Improvement 6d12 4
20th +6 Greater Mutations 6d12 4
Quick BuildQuick Build
You can make a witcher quickly by following these
suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus on
Strength-based melee weapons or on finesse weapons. Your
next-highest score should be Constitution for survivability, or
Intelligence if you want more powerful hand signs and
alchemical items. Second, choose the folk hero background.
Optional Rule: MulticlassingOptional Rule: Multiclassing
If you use the multiclassing rule from the Player's Handbook,
here's what you need to know if you take a level in witcher.
Ability Score Minimum. You must have at least a 13 in
either Strength or Dexterity, and a 13 in Intelligence to take a
level in this class, or to take a level in another class if you are
already a witcher.
Proficiencies. If witcher isn't your initial class, you gain
proficiency with light armor, medium armor, simple weapons
and martial melee weapons, and one skill from the witcher
class list.
Class FeaturesClass Features
As a Witcher, you gain the following class features.
Hit PointsHit Points
Hit Dice: 1d10 per witcher level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per witcher level after 1st
ProficienciesProficiencies
Armor: light armor, medium armor
Weapons: simple weapons, martial melee weapons,
crossbows
Tools: alchemist's supplies
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Animal Handling, Arcana, Athletics,
Intimidation, Investigation, Nature, Perception, Survival
and Religion.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
EquipmentEquipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) scale mail or (b) leather armor
(a) a steel longsword and a silver longsword or (b) one
martial weapon and one silvered martial weapon
(a) light crossbow and 20 bolts or (b) two handaxes
(a) a monster hunter’s pack (CoS) or (b) an explorer’s pack
Monster HunterMonster Hunter
Beginning at 1st level, you gain proficiency in Nature and
Investigation. If you are already proficient in any of these
skills, your proficiency bonus is doubled for any ability check
you make with them.
Trial of the GrassesTrial of the Grasses
At 1st level, you have survived the Trial of the Grasses, a
brutal transformation process using chemicals and elixirs.
Consequently, your body mutates, giving you the following
benefits.
You age at a quarter of the speed you normally would.
You gain darkvision out to a range of 30 feet. If you already
have darkvision, its range increases by 30 feet.
You have resistance against poison damage and advantage
on saving throws against being poisoned or diseased.
You have advantage on Constitution saving throws against
exhaustion.
Physical ChangesPhysical Changes
Even if your body survived the Trial of the Grasses, it is
invariably scarred. Roll twice or choose two of the following
changes from the table below.
d6 Change
1 Your hair loses all pigment, turning it white.
2 Your pupils turns vertical and your eyes glow yellow in
the dark.
3 Your core temperature permanently drops and your
skin pales.
4 Your emotionsbecome numb, making it rare or
difficult for you to have strong emotional reactions.
5 Your reproductive system has been damaged, leaving
you infertile.
6 All the hair follicles in your body are dead, causing you
to lose all hair.
Hand SignsHand Signs
Also at 1st level, you´ve learned a rudimentary form of magic,
allowing you to quickly produce magical effects through hand
signs, fueled by sign dice. 
Hand Signs. You are able to cast any hand sign detailed
under "Hand Signs" below as a bonus action, unless stated
otherwise. Casting a sign requires a free hand to perform the
somatic components, in addition to a sign die. 
Sign Dice. You have two sign dice, which are d4´s. As you
gain witcher levels, you gain more sign dice, and your sign
dice increase in size, as indicated in the Sign Dice column of
the witcher table. You regain all expended sign dice after a
short or long rest. 
Saving throws. Some hand signs require a saving throw to
resist its effect. The saving throw DC is calculated as follows:
Sign Save DC = 8 + your proficiency bonus + your
Intelligence modifier
AlchemyAlchemy
At 2nd level, you learn a number of alchemical formulae,
listed under "Alchemical Items". After a long rest, you can
produce a number of items, as indicated in the Alchemical
Items column of the witcher table. They last until used or
until the end of your next long rest. Only you or another
witcher can drink the potions, and a single potion´s effect
does not stack with itself during its duration. Ingesting a
potion or applying blade oil requires a bonus action, while
throwing a bomb takes an action. Creating these items
requires you to have alchemist's supplies on your person and
one empty flask per potion.
Saving throws. Some alchemical items require a saving
throw to resist its effect. The saving throw DC is calculated
as follows:
Alchemy Save DC = 8 + your proficiency bonus + your
Intelligence modifier
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fighting StyleFighting Style
Also at 2nd level, you adopt a particular style of fighting as
your specialty. Choose one of the following options. You can't
take the same Fighting Style option more than once, even if
you get to choose again later.
Arcane WarriorArcane Warrior
You learn two cantrips of your choice from the wizard spell
list. Intelligence is your spellcasting ability for them.
Whenever you gain a level in this class, you can replace one
of these cantrips with another cantrip from the wizard spell
list.
Blind FightingBlind Fighting
You have blindsight with a range of 10 feet. Within that range,
you can effectively see anything that isn't behind total cover,
even if you're blinded or in darkness. Moreover, you can see
an invisible creature within that range, unless the creature
successfully hides from you.
Close Quarters ShooterClose Quarters Shooter
When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack
roll. Your ranged attacks ignore half cover and three-quarters
cover against targets within 30 feet of you. You have a +1
bonus to attack rolls on ranged attacks.
DefenseDefense
While you are wearing armor, you gain a +1 bonus to AC.
Dual Wielder FightingDual Wielder Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack. Also, you
can make the second attack as part of the Attack action,
instead of using your bonus action.
Great Weapon FightingGreat Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll, even
if the new roll is a 1 or a 2. The weapon must have the two-
handed or versatile property for you to gain this benefit.
InterceptionInterception
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be
wielding a shield or a simple or martial weapon to use this
reaction.
MarinerMariner
As long as you are not wearing heavy armor or using a shield,
you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a +1 bonus to armor class.
Tunnel FighterTunnel Fighter
As a bonus action, you can enter a defensive stance that lasts
until the start of your next turn. While in your defensive
stance, you can make opportunity attacks without using your
reaction, and you can use your reaction to make a melee
attack against a creature that moves more than 5 feet while
within your reach.
Versatile FightingVersatile Fighting
When wielding a versatile weapon with two hands you gain a
+2 bonus to damage rolls. When wielding a versatile weapon
with one hand, and nothing in your other hand, you gain a +2
bonus to attack rolls.
In addition, as a bonus action you can make an unarmed
strike or shove attack if you have a free hand to do so.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Witcher SchoolWitcher School
At 3rd level, you choose a school of training that best
represents your style of monster hunting: Bear, Cat, Griffin,
Viper or Wolf. Your witcher school grants you features at 3rd
level and again at 6th, 10th, 14th and 18th level.
Deflect MissilesDeflect Missiles
By 3rd level, your mutations and skill allow you to react with
blinding speed. If you are wielding a melee weapon, you can
use your reaction to deflect the missile when you are hit by a
ranged weapon attack. When you do so, the damage you take
from the attack is reduced by 1d10 + your Dexterity modifier
+ your Witcher level.
Ability Score ImprovementAbility Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature. Alternatively, you can choose a feat.
Extra AttackExtra Attack
Beginning at 5th level, you can attack twice, instead of 
once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you 
reach 11th level in this class.
Predatory SensesPredatory Senses
Starting at 6th level, you gain enhanced senses that 
allow you to both track prey and avoid danger. You have
advantage on Wisdom (Perception) checks that rely on
hearing or smell, and you can't be surprised while 
you are conscious.
Hardened ResolveHardened Resolve
When you reach 7th level in this class, the terrible 
monsters you´ve faced have hardened your resolve. 
You gain proficiency in Wisdom saving throws and 
you have advantage on saving throws against being 
charmed or frightened.
If you already have this proficiency, you gain 
proficiency in Charisma saving throws instead.
SlayerSlayer
At 9th level, your rigorous training and fighting skill 
gives a deadly edge to your attacks. You gain a bonus 
to your weapon damage rolls equal to half your proficiency
bonus (rounded up).
This bonus damage increases to your proficiency bonus
when you reach 17th level in this class.
Accelerated RecoveryAccelerated Recovery
At 13th level, enhanced regeneration from mutations 
lets you recover faster from exertion. When you finish 
a long rest you regain all of your Hit Dice, instead of 
only half.
Also, whenever you finish a short rest, your exhaustion
level, if any, is decreased by 1.
Magical DefenseMagical Defense
At 15th level, your experience fighting wielders of dark magic
has made youskilled at resisting magical attacks.
So long as you are not incapacitated, you have advantage
on saving throws against spells and other magical effects,
and spell attacks have disadvantage against you.
Greater MutationsGreater Mutations
At 20th level, the mutations from your trial has made
profound changes in your physiology. You are immune to
poison damage, all diseases and the poisoned condition. Also,
choose two of your ability scores. Those ability scores each
increase by 2, to a 
maximum of 22.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hand SignsHand Signs
The presented signs are the magical effects witchers can
produce through quick hand signs.
Aard. You thrust you hand forward and cause a blast of
telekinetic force. Each creature in a 15-foot cone must make
a Strength saving throw, taking force damage equal to one
sign die and is pushed back 10 feet on a failed save. On a
successful saving throw it takes half as much damage and isn
´t pushed back. Nonmagical flames in the area are
extinguished. 
Igni. You release a burst of flames from your hand. Each
creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes fire damage equal to two sign dice on
a failed save, or half as much damage on a successful one. A
flammable object in the area ignites if it isn´s being worn or
carried. 
Quen. A fluid finger movement that covers you in a
protective magical layer. You gain temporary hit points equal
to one sign die + your Intelligence modifier for 1 hour. 
Axii. A sign meant to confound an enemies´ faculties. A
creature within 30 feet must make a Wisdom saving throw.
On a failed save, you can add a sign die to all Charisma
checks directed at the creature for 10 minutes. If you attack
the creature or target it with a harmful spell or ability, the
effect ends. On a successful saving throw, or when the effect
ends, the creature knows you influenced it. 
Heliotrop. Whenever you are hit by an attack, physical or
magical, you can use your reaction to cross your wrists and
summon a magical barrier against the source. You expend a
sign die and add it to your Armor Class against that attack,
potentially causing it to miss. 
Yrden. Holding your hand towards a point on the ground
within reach, you expend a sign die and create a 15 foot
radius circle of runes centered on that point that lasts for 1
minute. Creatures except you and your allies treat the circle
as difficult terrain. Creatures can´t benefit from the
Incorporeal Movement or Shapechanger traits while 
in its area, and creatures on the Ethereal Plane are 
treated as if they are not.
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
AlchemyAlchemy
Potions and Oil
Maribor Forest. Heightened vigor lightens your step. Your
speed increases by 10 feet for 1 hour. 
Earth Elemental Decoction. Your skin toughens and
becomes gnarly, giving you a +2 bonus to AC for 1 minute. 
Thunderbolt. Increased strength and adrenaline release
enhances your combat prowess. You gain a +1 bonus to
attack and damage rolls for 10 minutes. 
White Raffard. A restorative potion that closes wounds
and quickens healing. You regain hit points equal to 1d6 +
your witcher level. 
Cat. For 1 hour, the range of your darkvision increases by
30 feet and you can see in darkness as if it were bright light. 
Petri´s Philter. The first time you would roll sign dice for
a hand sign within 1 minute after drinking the philter, instead
of rolling dice, you can use the highest number possible for
each die. 
Blade Oil. Choose a type of creature: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, giants,
monstrosities, oozes, plants, or undead. Alternatively, you can
select one race of humanoids (such as gnolls or orcs). You can
use the oil in this flask to coat one melee weapon. A creature
of the chosen creature type takes 1d4 additional weapon
damage when hit by the weapon. Once applied, the poison
retains potency for 1 hour before drying.
Bombs
All bombs can be thrown at an area within 30 feet where it
will detonate, affecting all creatures within 10 feet. 
Dancing Star. A flammable concoction that spreads sticky
fire. Each creature in the area must succeed on a Dexterity
saving throw or be coated with sticky fire. A coated creature
takes 2d4 fire damage at the start of each of it turns. A
creature can use its action to remove the fire.
This damage increases by 2d4 at 5th, 11th and 17th level
in this class. 
Devil's Puffball. This bomb releases a burst of poisonous
gas that spreads around corners. Each creature in the area
must succeed on a Constitution saving throw take 1d12
poison damage and be poisoned until the end of your next
turn. On a successful saving throw it takes half as much
damage and suffers no adverse effects.
This damage increases by 1d12 at 5th, 11th and 17th level
in this class.
Dimeritium Bomb. This bomb releases a cloud of
dimeritium slivers, which last for 1 minute. When a creature
starts its turn in the area, or enters the area for the first time
on its turn, it must make a Constitution saving throw. On a
failed save, it can´t cast spells until the start of its next turn.
Dragons´s Dream. This bomb releases a cloud of
flammable gas that spreads around corners. It lasts for 1
minute or until a wind of at least 10 miles per hour disperses
it. If a spark or fire (such as igni) appears in the area while
the cloud persists, it ignites with a blast of ghost-like fire.
Each creature in the area must make a Dexterity saving
throw, taking 2d6 fire damage and 1d6 force damage on a
failed save or half as much on a successful one.
The fire damage increases by 2d6 and the force damage
increases by 1d6 at 5th, 11th and 17th level in this class
Grapeshot. A compact bomb that sprays shrapnel. Each
creature in the area must make a Dexterity saving throw,
taking 2d10 piercing damage on a failed save or half as much
on a successful one.
This damage increases by 2d10 at 5th, 11th and 17th level
in this class. 
Moon Dust. A bomb that creates a burst of fine silver
slivers. Each creature in the area must succeed on a
Constitution saving throw or be unable to benefit from the
Shapechanger trait for 1 minute. If a creature that fails the
saving throw is transformed, it returns to its true form.
Northern Wind. A bomb that releases a gust of frigid air.
Each creature in the area must make a Constitution saving
throw, taking 2d8 cold damage and its speed is reduced by 10
feet until the start of your next turn on a failed save. On a
successful saving throw it takes half as much damage and
suffers no adverse effects.
This damage increases by 2d8 at 5th, 11th and 17th level
in this class.
Samum. This bomb creates a burst of blinding light. Each
creature in the area must succeed on a Constitution saving
throw take 1d8 radiant damage and be blinded until the end
of your next turn. On a successful saving throw it takes half
as much damage and suffers no adverse effects.
This damage increases by 1d8 at 5th, 11th and 17th level
in this class.
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Witcher SchoolsWitcher Schools
All witchers are trained in schools, each with its own way of
training. They differ in mindset and method, but all train
toward the same purpose, hunting and slaying monsters.
School of the BearSchool of the Bear
Witchers from the school of the bear rely on heavy armor and
a forceful fighting style. Rather than evading attacks,they let
their armor and powerful build absorb the damage. This
allows them to be up-close and personal with their enemy,
launching powerful counterattacks. A witcher of the bear
school is typically strong, direct and brave.
Heavy SteelHeavy Steel
When you choose this school at 3rd level, you gain proficiency
in heavy armor and Strength saving throws. Also, you have
advantage on saving throws to resist being grappled, knocked
prone or moved against your will.
Brutal StrikeBrutal Strike
Additionally at 3rd level, you can leverage your considerable
strength in combat to strike a powerful blow. Once on each of
your turns when you hit a creature with a melee attack, you
can increase the weapon´s damage by 1d4.
This damage increases to 1d6 at 6th level, 1d8 at 10th
level, and 1d10 at 14th level in this class.
BraceBrace
Starting at 6th level, you can brace yourself to absorb
incoming blows. As a bonus action on your turn, or as a
reaction when you take damage, you can grant yourself
temporary hit points equal to your Constitution modifier
(minimum of 1). You can only gain temporary hit points in
this way once per round, and you lose any temporary hit
points gained from this feature after 1 minute.
MettleMettle
At 10th level, you can withstand harsh effects, such as a green
dragon's poison breath or a blight spell. When you are
subjected to an effect that allows you to make a Constitution
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.
Furious RetaliationFurious Retaliation
Starting at 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that creature. If you are below
half your maximum hit points after taking that damage, you
have advantage on the attack roll.
JuggernautJuggernaut
At 18th level, your ferocity and strength makes you a
formidable opponent. You can now deal damage from Brutal
Strike whenever you hit a creature with a melee attack, not
just once per turn.
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of the CatSchool of the Cat
Quick and precise, cat witchers use their remarkable agility
to its fullest potential in combat. Combined with the variant
of the Trial of the Grasses performed on recruits at Cat
schools, it makes for an efficient killer. This Trial is infamous
in its effect, quelling even more emotions from the mind.
However, how each person responds to the Trial varies. Some
might have a wide range of emotions but never feel strongly.
Others could be left with a few specific emotions that govern
their decisions and morality.
Form Over ForceForm Over Force
When you choose this school at 3rd level, you gain proficiency
in the Acrobatics skill. Your proficiency bonus is doubled for
any ability check you make that uses that skill.
Also, a weapon without the heavy property gains the
finesse property when you wield it.
Quick StrikeQuick Strike
Additionally at 3rd level, you can use a bonus action on your
turn to make one weapon attack with a finesse weapon that
you are holding in one hand. You do not add your ability score
modifier to the damage roll of this attack.
Dulled EmotionsDulled Emotions
Starting at 6th level, your mutations make your emotions
unnaturally stable and reliable. You gain proficiency in the
Deception and Intimidation skills. Additionally, when you
make an ability check with either of those skills you can treat
a d20 roll of 9 or lower as a 10.
Deadly CriticalDeadly Critical
Starting at 10th level, you have no qualms about pushing
weak points and delivering deadly strikes.
Your weapon attacks score a critical hit on a roll of a 19 or
20. Also, you can roll one additional weapon damage die
when determining the extra damage for a critical hit with a
weapon attack that has the finesse property.
Agile DodgeAgile Dodge
Starting at 14th level, you can quickly move out of the way of
certain area effects, such as a green dragon's poison breath
or a fireball spell. When a spell or other effect would have you
make a saving throw due to being in an area of effect, you can
use your reaction to move up to half your movement speed,
potentially moving you outside the effect’s area.
Killer InstinctKiller Instinct
Starting at 18th level, whenever you score a critical hit or
reduce a creature to 0 hit points with a melee attack on your
turn, you can immediately move up to half your speed and
make a melee attack. This can only trigger once per turn.
Also, your weapon attacks now score a critical hit on a roll
of a 18 - 20.
10
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School of the GriffinSchool of the Griffin
Proud and knowledgeable, witchers of the griffin school have
a deeper understanding of magic than most witchers. As
such, hand signs are their strongest weapon in combat. They
adhere to old codes of honor and knightly chivalry, which
grants them respect and high social statuses among both the
nobility and the commonfolk.
Well EducatedWell Educated
When you choose this school at 3rd level, you have spent time
studying lore and mingling with higher society. You gain
proficiency in two skills of your choice from among Arcana,
History, Persuasion or Religion. If you are already proficient
in a skill you chose, your proficiency bonus is doubled for any
ability check you make with that skill.
Improved Hand SignsImproved Hand Signs
Additionally at 3rd level, your extensive knowledge of the
arcane empowers your hand signs. When you cast a hand
sign it has the following additional effect.
Aard - Empowered. A Large or smaller creature that fails
the saving throw is also knocked prone.
Igni - Firestream. You can release a continous stream of
fire when casting Igni, as if you are concentrating on 
a spell. If you do, you can maintain Igni on each of your
subsequent turns without expending a sign die, but 
you must use your bonus action to cast it and you can´t 
use the same hand for anything else. You can maintain 
this effect for up to 1 minute.
Quen - Resistive Shield. While you have temporary 
hit points from Quen, you also benefit from half cover.
Axii - Supress Will. Whenever a creature affected 
by your Axii targets you with an attack or a harmful 
spell or effect, it must succeed on a Wisdom saving 
throw or waste the attack, spell or effect.
Heliotrop - Cushioning Barrier. If the attack still hits 
you, reduce the damage by an amount equal to the roll 
of the sign die (down to a minimum of 0 damage).
Yrden - Warding Circle. Ranged attack rolls against
creatures inside the ring, or ranged attacks at creatures
across it are made at disadvantage.
ChivalryChivalry
Starting at 6th level, whenever you make a Charisma 
check and don´t knowingly tell a lie to the creatures 
involved, you can roll a d4 and add the number rolled 
to the check's total.
Tireless evokerTireless evoker
At 10th level, you have a wellspring of mana that never 
seems to run dry. When you roll initiative and have no 
sign dice remaining, you regain 1 sign die.
Expanded LoreExpanded Lore
Starting at 14th level, you uncover magical lore from either
religion, nature or occultism. Choose Cleric, Druid or
Warlock when you gain this feature. Whenever you finish a
long rest you can choose a spell of 4th level or lower from the
spell list of the chosen class to memorize. You can cast that
spell once before you have to complete another long rest, and
you have to meet all the requirements for casting the spell.
Intelligence is your spellcasting modifier for it. If you choose
a spellof 1st, 2nd or 3rd level, you can cast it at 4th level. You
can only have one spell prepared in this way at a time.
BattlemageBattlemage
At 18th level, you can roll an additional sign die when casting
Aard, Igni or Quen.
Also, once per turn when you take the Attack action on
your turn, you can forego one attack and instead cast a hand
sign without consuming a sign die.
11
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School of the ViperSchool of the Viper
Viper witchers are feared for their expertise in poison and
assassination tactics. In combat they use a fast, dual wielding
fighting style, aiming to overwhelm opponents. Unlike
witchers from most schools, vipers are known to take
contracts on humanoids as well as monsters.
Viperous RepertoireViperous Repertoire
When you choose this school at 3rd level, you gain proficiency
in the poisoner's kit and the Stealth skill. Your proficiency
bonus is doubled for any ability check you make that uses
Stealth. Also, you can perform somatic components with a
hand holding a melee weapon.
Exploit WeaknessExploit Weakness
Also at 3rd level, your attacks are even deadlier when you
strike unaware or debilitated creatures. Each time you hit an
incapacitated, paralyzed, poisoned, restrained, stunned,
surprised or unconscious creature with a weapon attack, it
takes an additional 1d4 damage from the weapon.
Poison CrafterPoison Crafter
Starting at 6th level, you can conduct an hour-long crafting
process to create one dose of a poison worth up to 300 gp
(see DMG p.257). As part of this process, you must spend a
number of coins equal to the value of the poison. Creating a
poison dose in this way requires you to have a poisoner's kit
on your person. Once you craft a poison in this way, you can't
do so again until you finish a long rest.
Additionally, when a creature makes a saving throw against
a poison you use, you can choose to apply your Alchemy Save
DC instead of the inherent poison DC.
Creeping DeathCreeping Death
At 10th level, you have trained yourself to move lightly and
unseen. You can take the Hide action as a bonus action on
your turn, and you have advantage on Dexterity (Stealth)
checks to avoid being heard.
Twin FangsTwin Fangs
Starting at 14th level, you can attack twice instead of once
with your off-hand attack when you engage in two-weapon
fighting. If you would add your ability modifier to the damage
roll of the first attack, do so for the second as well.
Evil EyeEvil Eye
At 18th level, one of your eyes mutates and takes on a deep
red color, with the pupil narrowing to a small slit, like that of
a snake. You gain truesight out to a range of 30 feet.
Also, as an action choose a creature that you can see
within 30 feet of you that you subject to terrible mental
images. It takes 14d6 psychic damage. If it has less than 100
hit points after taking the damage, it is stunned until the
beginning of your next turn.
Once you use this feature, you can't use it again until you
finish a long rest.
12
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School of the WolfSchool of the Wolf
Witchers from the school of the wolf are widely respected for
their professionalism and efficiency. Although they are
versatile and flexible with their tools and skills, wolf witchers
excel at close combat fencing, adapting to any foe.
Expert HunterExpert Hunter
At 3rd level, choose two skills from the witcher class skill list
that you are proficient with. Your proficiency bonus is
doubled for any ability check you make that uses either of the
chosen proficiencies.
Combat SuperiorityCombat Superiority
Additionally at 3rd level, you learn maneuvers that are fueled
by special dice called superiority dice. 
Maneuvers. You learn three maneuvers of your choice, which
are listed under "Maneuvers" below. Many maneuvers
enhance an attack in some way. You can use only one
maneuver per attack. You learn one additional maneuver of
your choice at 6th, 10th, and 14th level. When you gain a level
in this class, you can choose one of the maneuvers you know
and replace it with another maneuver of your choice. 
Superiority Dice. You have four superiority dice, which are
d6s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
short or long rest. You gain another superiority die at 6th
level and one more at 14th level. Your superiority dice
increase in size as you gain levels in this class, d8 at 6th level,
d10 at 10th level and d12 at 14th level, 
Saving Throws. Some of your maneuvers require your target
to make a saving throw to resist the maneuver's effects. The
saving throw DC is calculated as follows:
Maneuver Save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Professional ContractorProfessional Contractor
Starting at 6th level, if you spend at least an hour
investigating clues, interrogating witnesses or researching
lore concerning a creature type you gain the following
benefits for 1 week:
You have advantage on any Wisdom (Perception) or
Wisdom (Survival) check you make to find creatures of
that type.
Once on each of your turns when you hit a creature of that
type with a weapon attack it takes an additional 1d8
damage from the weapon.
You can only have these benefits against one creature type
at a time.
Wolven StormWolven Storm
At 10th level, you gain an additional reaction each round,
which can only be used to make an Attack of Opportunity or
to use the Deflect Missiles feature. A single effect can only
trigger a single reaction.
FootworkFootwork
Starting at 14th level, you move nimbly and skillfully in
combat, dancing around your foes. Opportunity attacks
against you are made with disadvantage and moving through
difficult terrain costs you no extra movement.
BlademasterBlademaster
Starting at 18th level, once per turn when you make a
weapon attack, you can use a maneuver you know, rolling a
d6 in place of expending a superiority die.
13
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Maneuvers
The maneuvers are presented in alphabetical order. 
Brace. When an enemy you can see moves within 5 feet of
you, you can use your reaction to expend one superiority die
and make one weapon attack against that creature. If the
attack hits, add the superiority die to the attack's damage roll.
Disarming Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your choice
that it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength saving
throw. On a failed save, it drops the object you choose. The
object lands at its feet. 
Distracting Strike. When you hit a creature with a weapon
attack, you can expend one superiority die to distract the
creature, giving your allies an opening. You add the
superiority die to the attack's damage roll. The next attack roll
against the target by an attacker other than you has
advantage if the attack is made before the start of your next
turn. 
Evasive Footwork. When you move, you can expend one
superiority die, rolling the die and adding the number rolled
to your AC until you stop moving. 
Feinting Attack. You can expend one superiority die and use
a bonus action on your turn to feint, choosing one creature
within 5 feet of you as your target. You have advantage on
your next attack roll this turn against that creature. If that
attackhits, add the superiority die to the attack's damage roll.
The advantage is lost if not used on the turn you gain it. 
Hunter´s Eye. When you make an Intelligence
(Investigation) check or a Wisdom (Perception) check, you
can expend one superiority die, and add the superiority die to
the ability check. 
Maneuvering Attack. When you hit a creature with a weapon
attack, you can expend one superiority die to maneuver one
of your comrades into a more advantageous position. You add
the superiority die to the attack's damage roll, and you choose
a friendly creature who can see or hear you. That creature
can use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack. 
Parry. When another creature damages you with a melee
attack, you can use your reaction and expend one superiority
die to reduce the damage by the number you roll on your
superiority die + your Dexterity modifier. 
Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to add
it to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the attack are
applied. 
Riposte. When a creature misses you with a melee attack,
you can use your reaction and expend one superiority die to
make a melee weapon attack against the creature. If you hit,
you add the superiority die to the attack's damage roll. 
Trip Attack. When you hit a creature with a weapon attack,
you can expend one superiority die to attempt to knock the
target down. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it must
make a Strength saving throw. On a failed save, you knock
the target prone.
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CreditsCreditsCreditsCreditsCredits
Version 1.0 - Created by /u/johnares93
Images, in order of appearance:
The safest road by seven-teenth
Geralt of Rivia by CD Projekt Red
castle sketch by Mateusz Michalski
Gerd by Anton Nazarenko
Lambert by Bartłomiej Gaweł
Geralt:Professional by Dave Rapoza
Ivo of Belhaven by Anna Podedworna
Madoc by Valeriy Vegera
Gerd by Eleonora "Noura" Abdrakhmanova
Gezras of Leyda by Bogdan Rezunenko
Keldar by Bogdan Rezunenko
Ivar Evil-Eye by Valeriy Vegera
Geralt of Rivia by Marek Madej
Archgriffin by Oleksandr Kozachenko
Medallions by u/lennoxonnell
Stains by u/flammableconcrete
Inspiration:
Sean´s gaming corner
Mage Hand Press
Laserllama
Witcher class by Andrew Rayleigh
Cover and back cover art: Draw Souls
WWW.GMBINDER.COM
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